Star Ruler 2

Star Ruler 2

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Fleet Calc v1.003
Type: Mod
File Size
0.762 MB
Jun 21, 2016 @ 12:43pm
Dec 1, 2016 @ 12:37pm
6 Change Notes ( view )

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Fleet Calc v1.003

The purpose of this mod is to try and present Fleet Strength calculations that more accurately represent various design and fleet compositions and more accurately estimate the performance of a fleet. While this may be useful to players for judging fleets quickly at a glace, it should also help the AI to better gauge the relative strength of its fleets against others.

How it works

The basic normal formula for Fleet Strength is:
(HP + Shield) * DPS = Fleet Strength

This mod changes it to:
((HP + RepairFactor) * SizeFactor + (ShieldRegenFactor * Shields)/ShieldBlock + DeflectionFactor) * DPS

The factors are calculated as follows:
RepairFactor = Repair/3 * Log10(Repair/3)^2
SizeFactor = 1 + Log10(Size) * 0.1 -> (Represents DR scaling)
ShieldRegenFactor = 1 + Log10(ShieldRegen) * 2
DeflectionFactor = Deflections * Size/20 * (Repair/3 + ShieldRegen/ShieldBlock)

The following additional factors are included as well:
-Destroyers get an additional 50% factor applied as ((HP + RepairFactor) * SizeFactor) * 1.5
-Support Ships with Shield Behavior get an additional 10% factor applied as ((HP + RepairFactor) * SizeFactor + (ShieldRegenFactor * Shields)/ShieldBlock) * 1.1

The factor scaling should be considered experimental and may require adjustments. Feel free to give feedback on the weighting given to the various factors and to suggest other factors that should be included but are not.

Change Log:

-Deflector Shields are now factored into fleet strength calculation.
-Fixed an error in the fleet strength calculation that could cause error values to display on a multiplayer client's fleet strength calculation.

-Star Ruler 2 v2.0.2 compatibility update.

-Adjusted fleet strength calculation to apply the same +log10(Size)*10% bonus to flagships as for support ships.
-Extended most portions of the revised fleeth strength calculation to weasel AI's evaluation of available designs for choosing its "best" design.
-Fixed a fatal error in shadow version of LeaderAI (invalid call due to missing import).
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Mr. Said [8thMB]-Lance Corporel Nov 11, 2016 @ 5:14pm 
Thank's, once more. Yours ColSaid (Ret.)
dolynick  [author] Nov 11, 2016 @ 4:32pm 
All players will have to have it enabled to even join the game.
Technically you are correct that it would sort of work on just the host. Players would see the wrong values, but the game requires mod parity to join anyways.

Also, a version of this mod is already build into the base DOF mod. You should not have this and DO Factions enabled at the same time anyways if you are using it.
Mr. Said [8thMB]-Lance Corporel Nov 11, 2016 @ 1:32pm 
ColSaid here. I've planed a game for Nov 12th 2016 and have already posted the Mod's, ( your Mod's) I had not seen this one. What I'ed like to know is, if I ese this mod, will everyone else need to have this too ? My thinking from what I've read is that the host has it in a game then all will have it, true ?
Xerberus86 Nov 8, 2016 @ 12:24pm 
great mod, thanks for the hard work :-)
dolynick  [author] Nov 4, 2016 @ 6:33pm 
@Figs McGee
Yes. It should work with WotH or with simple non-DLC v2.0.2
Figs McGee Nov 4, 2016 @ 1:39pm 
does this work without wake of the heralds?
dolynick  [author] Aug 24, 2016 @ 5:01pm 
Updated for patch v2.0.2 compatibility.
Apsalar Aug 23, 2016 @ 7:14pm 
thank you, very helpful
dolynick  [author] Jul 2, 2016 @ 2:34pm 
Those of you who were having issues with this in multiplayer should have those problems resolved with today's update.

Sorry about that. This is what happens when you have two versions of a WiP... Forgot to transfer a fix from one version to the other.
dolynick  [author] Jun 28, 2016 @ 6:42am 
Pretty much. The thing is I did try resizing it right away and it didn't change the bizarre results of trying to upload it. Eventually, after much trial and error, I figured out the filesize (not resolution) was the issue.